I spent some time working on dumping tiles over the weekend, but haven't really figured out the best way to do this yet.
Would it just make the most sense to keep the ordering identical to the original game's CHR tables and just generate a different picture for each palette?
That's what I'm doing at the moment (after having tried some other more complex solutions that didn't really work out too well).
e.g you play through a game normally, and Mesen will just record and save every combination of tile+palette used, with each different palette is saved in a separate file (Unused CHR tiles for a given palette combination are left blank)
Here's an example of what that gives playing CV3 & DD each for a few minutes: link
The PNG files could of course be rendered at any given scale, this is 1x.
I know nothing about graphic editing - would PNGs like these be usable? Would it be too hard to figure out what a tile is used for? Would you need to reorder the tiles in the PNGs to be able to work with them efficiently? Changing the PNG's layout means you'd have to change the tileset definition file as well (which would be pretty hard to do manually without some sort of tool)
For CHR RAM games, another approach to dumping the tiles would be needed since the tiles do not have a predetermined order.
Taking the opportunity I would like to say, I am fascinated with your emulator. You've done an impressive amount of work in an impressive amount of time! I would really love to see the tools for tileset generation in Mesen, and not without a reason. I have a set of 2x upscaled tiles for Castlevania from chinese complete edition mobile version. Personally I don't like the way the enemies were redrawn, but tastes differ, and it will be a pity if the tiles will remain unused.
I'd like to make a few requests, though.
1. Could you dump the tiles upscaled with some filter?
2. Could you implement a tile substitution mechanism somehow? The reason is that Castlevania often uses the same tiles for absolutely different objects (for example, the statue and the wall in stage 1; the moon and the Clock Tower in the final stage). In my hack I was checking if a certain tile gets displayed to trigger the substitution.
1) For filters, do you mean things like xBRZ and the like? It'd be possible, but I'm unsure how well those would work at a tile-by-tile level, since the tiles around a given tile normally affect the borders of the tile when applying the filter to the entire screen at once.
2) Do you mean Castlevania reuses the exact same tile with the exact same palette colors, but in a different object? If so, it'd be possible to have some way to specify conditions (e.g based on surrounding tiles) - but there is currently no way to do anything like this (afaik) with HDNes' format. Maybe it would be better to create another format or alter the current one.
Dumping capability in Mesen would be awesome, Sour. Echoing what nesrocks said, I've tried HDNES but not had... any luck at all with it.
I'd love to see kya's work here converted for use in Mesen. One of the first things I'd like to try myself is backporting some of Megaman The Wily Wars graphics to MM1-3 and 16-bit-ifying 4-6.
Yea, I took another look at HDNes a couple of days ago, and I'm not sure I really understand what most of the buttons are supposed to do in the tileset editor
Converting this tileset to Mesen would be nice (still need to add CHR RAM support for that to be possible), but it'd probably involve redoing a lot of image editing work.
And HD Megamans sounds pretty nice.